This time I'll post a little tool I wrote earlier this week out of sheer lazyness.
My current game comes along quite well, and the built in editor slowly takes shape and while I'm able to create simple levels now I still can't save them because the backend it all relies on is not yet written ...
As I don't have control over the backend I still want to save out my level-data, though as the editor is built in, each new version of the game might bring changes that need to be saved with the map.
I do use Zinc a lot, but imho it's quite a pain to test with and thinking about compiling the swf, switching to Zinc, compiling the exe just to be able to save my data just doesn't appeals to me.
I could do it as AIR app, but yet again, I don't want to dig into it too deep now for just saving a piece of text ...
So what now?
The solution is as easy as it can get: start Filesave, add the Filesave Class to your swf and just use it to save the file through Filesave.
The current version is rough as a piece of coal, but it does what it shoould right now and that's all I care for atm.
The Filesave UI
"set file" - let's you set the file to save to - no file no save.
"autosave" - saves when data comes in, best used with ...
"overwrite" - replaces the files when saving
"data" - the data to be saved
"save" - manual save
"clear" - clears data field
"status" - guess ...
And because I think that there are people out there who can use this ...
Filesave_0.1.zip (2,92 MB)
it contains Filesave 0.1, the API and a demo swf. (the first posted version apparently contained a version of Filesave, that didn't work, fixed now)
Have fun, leave comments here, nGFX
So "Law of the West" is on it's way into the public now. Final preparations have been made and after *that* long dev. time ... well, I think it deserves some pimping :).
LotW was started back in the good ol' flash 6 days, with some 3d I just made for fun and the first idea was to make it a ***space*** shooter. I think the idea underwent some major changes. It soon became more "Wild West"ish (and later I discovered that I unknowingly adobted the idea of a game I played a lot on the c64 (it shouldn't be that hard to guess the title).
The first major delay was due to my idea to use 3d characters as well, but somehow the first test didn't match the style I had in mind (thanks to BlinkOk from Kazoowee Entertainment, who is the damn best Swift artist I know, for doing a few tests). So the final character drawings needed 2 more artists until the last one finally delivered (that was 2006 I think, thanks to Nephilim).
I got the rough, scanned outlines and started to colorize them in Photoshop with my wacom:
The "Lady", from outline to ingame
While waiting for the charcters to take shape, I started coding the game using an event-list system (I'll go into detail once the game is online, because I don't want to spoil all the fun). Basically for each "sequence" I set up an array with a timestamp and an action, as the first entry in the array is the next thing that can happen, I just had to do a iCounter++ and see if the counter has the same time as the first event in the list.
If so, the stored "command" is executed and the entry is removed from the array. If the last entry is removed, a new sequence is created ... easy as 1, 2, 3 ... or so I thought.
Anyway, the "game" was coded pretty quickly, but all the little details and "love" took a *long* time to do (I can admit that all the art took way longer than the coding itself).
To give you something you can look at, here are some screenshots frome the game:
The (scaled) tilte screenHighscoresOptionsPart of the "Book of instructions"Level selection
Once it's online I'll post the link here too.
Back to work. nGFX
some might remeber me posting about a sparetime project of mine: Law of the West. It's been quite about it for a good deal of time now, but after a *shit* week I finally got into gear to finish the last damn 5% of it.
The last two night were spent adding the last pice of love to the game, a highscore/gameover screen (the normal gameover screen was in for ages), levels (99, featuring all uglyness I could come up with) and some additions here and there like ingame key-hints when the level starts (this is for all those people who don't read the instructions) and mouse control (it was designed as keyboard only game).
a shot from the "How to" section (scaled)
Tonight at around 0200h it finally hit gold status, although it took me another three hours to fix (or in terms of flash: work around) some *weird bug*.
Here's a short description, maybe it helps you to avoid it.
LotW consists of two files (game and sound) and I wanted to be able to upload the game and get the sound file from another server, possibly streamed instead of a file reference.
To write the streaming "site" was no problem in .net, so I quickly wrote something that take an ID and returns the swf. I tested it using my local web server - no problem.
Then I uploaded the gamefile to ngfx.de and stored the sound and the streamer here on gamingyourway - guess what: it didn't work.
A quick look at the http headers showed that the file was requested correctly and the size returned was correct, too, but flash returned a solid NaN for getBytesLoaded/Total. WTF?
AH! security! That must be the reason ... ok, changed and added all the "allow *" that was needed and tested again - nope still nothing. Oh well.
To make it short I finally wrote a tiny loader.swf that streamed *both* the game and sound file and viola it worked. F$%&§ knows why.
Anyway here's an image I posted earlier for this game but ...
Meet the gang ...
Right now it's not licensed to I keep a few secrets till then ... but stay tuned (at least I can post about a game here :) ).